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Hi! I'm just a 17 years old girl from Russia. I'm new to Oni Community, but I really love this game! Currently I'm trying to explore GeySer's [[Lightmapping levels|lightmapping method]] with new software. | Hi! I'm just a 17 years old girl from Russia. I'm new to Oni Community, but I really love this game! Currently I'm trying to explore GeySer's [[Lightmapping levels|lightmapping method]] with new software. | ||
Second ''Objective'' ^_^ of my work is to change level geometry a bit (but it is not random changing). I'm trying to re-create look&feel of PRE-Beta levels, but this project is just starting right now (and not really successfully). The only improvement (not counting Lightmaps) that stays in Work-In-Progress stage is Transparent Railings in TCTF HQ (as [[Pre-beta content#TCTF Regional Headquarters|here]], in '''"The Atrium"''' section). When I'll finish it, I'll upload the resulting images and compressed ''7-Zip'' file with level to my | Second ''Objective'' ^_^ of my work is to change level geometry a bit (but it is not random changing). I'm trying to re-create look&feel of PRE-Beta levels, but this project is just starting right now (and not really successfully). The only improvement (not counting Lightmaps) that stays in Work-In-Progress stage is Transparent Railings in TCTF HQ (as [[Pre-beta content#TCTF Regional Headquarters|here]], in '''"The Atrium"''' section). When I'll finish it, I'll upload the resulting images and compressed ''7-Zip'' file with level to my G-Drive (<nowiki>https://drive.google.com/drive/folders/15TFIcpFH-cSB6A9dLB2S67dlmKPQybPB?usp=sharing</nowiki>, dead link). | ||
[[Image:Mai X user page.png|thumb]] | [[Image:Mai X user page.png|thumb]] | ||
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* [https://blenderartists.org/t/global-illumination-in-eevee-vs-cycles/1156594 Global Illumination in Cycles] (instead of original Radiosity) - this is new feature in Blender which uses emissive materials. We need it because Radiosity was removed from Blender since v2.50. | * [https://blenderartists.org/t/global-illumination-in-eevee-vs-cycles/1156594 Global Illumination in Cycles] (instead of original Radiosity) - this is new feature in Blender which uses emissive materials. We need it because Radiosity was removed from Blender since v2.50. | ||
* [https://youtu.be/_yczciMYv4Y Multi-Tile UV or UDIM UV tutorial] - UDIM UVs are used for applying '''multiple''' textures to '''one''' object with '''one''' UV channel. This technology can be used instead of Multi-Lighmapping script. That original Multi-Lightmapping script is gone. | * [https://youtu.be/_yczciMYv4Y Multi-Tile UV or UDIM UV tutorial] - UDIM UVs are used for applying '''multiple''' textures to '''one''' object with '''one''' UV channel. This technology can be used instead of Multi-Lighmapping script. That original Multi-Lightmapping script is gone. | ||
* [https://github.com/AsgerSuhr/UDIM_baking UDIM Baker addon] (also avaliable | * [https://github.com/AsgerSuhr/UDIM_baking UDIM Baker addon] (also avaliable here (<nowiki>https://drive.google.com/file/d/17KTfyu3kDGb5jbg5k2Gql_1RXyMySzoV/view?usp=sharing</nowiki>, dead link), on my G-Drive (<nowiki>https://drive.google.com/drive/folders/15TFIcpFH-cSB6A9dLB2S67dlmKPQybPB?usp=sharing</nowiki>, dead link)) - This is an essential part of working with UDIMs. You cannot bake all UDIM tiles with regular '''Bake''' button in Blender. So this addon brings the ability to bake all UDIM tiles with just one click. | ||
But the '''main''' issue with UDIM is still ''exist'': does OniSplit support UDIM and can COLLADA geometry with UDIM UVs be imported into Oni correctly? | But the '''main''' issue with UDIM is still ''exist'': does OniSplit support UDIM and can COLLADA geometry with UDIM UVs be imported into Oni correctly? | ||
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== TCTF HQ Railings == | == TCTF HQ Railings == | ||
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Yes... I'm still trying to do this. | Yes... I'm still trying to do this. Here (<nowiki>https://drive.google.com/file/d/1RiNPURNjz5jjVK2GthJFFEnSNLB-Cvp4/view?usp=sharing</nowiki>, dead link) is the video that demonstrates Transparent Railings with new laser holders. | ||
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== Some visual improvements == | == Some visual improvements == | ||
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Here (<nowiki>https://drive.google.com/file/d/1O7-_euRfRpHRky-07k1_MMBYqc0bedrO/view?usp=sharing</nowiki>, dead link) at 0:21 and 1:45 I can see some difference in character lighting. Directional light is much brighter than one that I have in Retail-version. And 'old' light has some different colors.<br> | |||
1. '''''Brightness'''''. It can be easily fixed by typing smaller float values instead of the variable "''flat_lighting_amount''". It will ''affect'' ^_^ the '''ambient''' character lighting.<br> | 1. '''''Brightness'''''. It can be easily fixed by typing smaller float values instead of the variable "''flat_lighting_amount''". It will ''affect'' ^_^ the '''ambient''' character lighting.<br> | ||
2. '''''Colors'''''. For changing colors of Gouraud you'll need to change values of the "''light_DirectionalList[itr].color.'''*'''''" variables. '*' can be '''r''', '''g''' or '''b'''. | 2. '''''Colors'''''. For changing colors of Gouraud you'll need to change values of the "''light_DirectionalList[itr].color.'''*'''''" variables. '*' can be '''r''', '''g''' or '''b'''. | ||
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Here are some screens of my work: | Here are some screens of my work: | ||
* | * <nowiki>https://drive.google.com/file/d/1q5biaJxMfdNQii3dLqU-8EPrdO5HvOG3/view?usp=sharing</nowiki>, <nowiki>https://drive.google.com/file/d/1lSRpcqu5zGm4GwiPZ82eHG_JSiHCgPIx/view?usp=sharing</nowiki>, <nowiki>https://drive.google.com/file/d/1BkdaVRCi8hKRbJ-yQsFPmXXCuqUr-5Mz/view?usp=sharing</nowiki> (dead links) - these 3 screens also demonstrate successfully imported lightmaps (which were made with a help of GeySer). | ||
* | * <nowiki>https://drive.google.com/file/d/1gf6uG39cxmHTr3Mc7Ls_ZN9TryFu3Wjy/view?usp=sharing</nowiki>, <nowiki>https://drive.google.com/file/d/1_fU0JoNk7OiOGqNcil6W4azKNy56wKww/view?usp=sharing</nowiki> (dead links) - these 2 screens show the main drawback of this lightmapping method: '''no''' colored lighting support. But the character lighting (Gouraud) looks <u>really</u> great ^_^!!! | ||
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I've added a new BSL function - ''gs_nearclipplane_set''. I need it, because some of my camera works are too close to the geometry, so glitches apear.<br> | I've added a new BSL function - ''gs_nearclipplane_set''. I need it, because some of my camera works are too close to the geometry, so glitches apear.<br> | ||
Here is an example of usage of my BSL function (left - before, right - after): | Here is an example of usage of my BSL function (left - before, right - after): | ||
<nowiki>https://drive.google.com/file/d/1bXw5JbcOiN11-sCs78KjecgcB5HLLcIK/view?usp=sharing</nowiki> (dead link) | |||
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The third and the most important thing is Radiosity (as it was said on GeySer's '[[Lightmapping_levels#Radiosity|lightmapping levels]]' page). I do ''not'' use old Blender for Radiosity calculations, because it has some big limitations. I use '''Autodesk 3D Studio''' for Radiosity calculations, because its implementation of '''''Progressive Refinement Radiosity renderer''''' is much more ''flexible'' than Blender's. Originally, Progressive Refinement Radiosity renderer was introduced in '''''LightScape Visualization System (1995)''''' ( | The third and the most important thing is Radiosity (as it was said on GeySer's '[[Lightmapping_levels#Radiosity|lightmapping levels]]' page). I do ''not'' use old Blender for Radiosity calculations, because it has some big limitations. I use '''Autodesk 3D Studio''' for Radiosity calculations, because its implementation of '''''Progressive Refinement Radiosity renderer''''' is much more ''flexible'' than Blender's. Originally, Progressive Refinement Radiosity renderer was introduced in '''''LightScape Visualization System (1995)''''' (here (<nowiki>https://drive.google.com/file/d/152tyyIJ5UH6zftzMhGhf9SK51Xjw9d4G/view?usp=sharing</nowiki>, dead link) is a demo of LightScape), but after some time LightScape VS became an Autodesk's product and was discountinued. All its Radiosity techniques were transfered to 3D Studio <u>VIZ</u> (later, to a <u>regular</u> 3D Studio), so for now '''3D Studio 2011''' is my choice ^_^. | ||
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Here is the list of Oni-ready 3D-models, that I have: | Here is the list of Oni-ready 3D-models, that I have: | ||
* Elevator Shaft - remodelled by GeySer from the film "Speed" (1994). | * Elevator Shaft - remodelled by GeySer from the film "Speed" (1994). | ||
* | * Nissan Pathfinder R51 (<nowiki>https://drive.google.com/file/d/1KryOT6Cm3cJT7su9T5GEOTJDcjXErgyN/view?usp=sharing</nowiki>, dead link) - remodelled by me from the "Sled" (russian detective TV-series, 2007-now). | ||
* | * Volvo S60 R-2005 (<nowiki>https://drive.google.com/file/d/1p2jVGnsV20MJrMZpDPecjnf_V5rklFqM/view?usp=sharing</nowiki>, dead link) - modelled by me from my father's car. | ||
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Not all links are available for now. I'm not sure, that I have any ability to share GeySer's "Elevator Shaft" 3D-model -_-. For now, only links to my models are available. | Not all links are available for now. I'm not sure, that I have any ability to share GeySer's "Elevator Shaft" 3D-model -_-. For now, only links to my models are available. | ||
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Here (<nowiki>https://drive.google.com/file/d/1n42fT9xiwvjYtd_PmG3OgVEDcVGtvFVU/view?usp=sharing</nowiki>, dead link) is a demo-video of Volvo S60 imported to Oni. | |||
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Engine was working on it's '''maximum''' abilities ^_^. The number of polygons is at least <u>'''9 000'''</u> for every part of the Volvo (''parts are'': RL, RR, FL and FR wheels, interior, exterior and steering wheel). | Engine was working on it's '''maximum''' abilities ^_^. The number of polygons is at least <u>'''9 000'''</u> for every part of the Volvo (''parts are'': RL, RR, FL and FR wheels, interior, exterior and steering wheel). | ||
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All result images will be uploaded to my G-Drive in 7-Zip format with "Ultra" compression. 7-Zip will contain <u>uncompressed</u> TrueVision TGA images.<br> | All result images will be uploaded to my G-Drive in 7-Zip format with "Ultra" compression. 7-Zip will contain <u>uncompressed</u> TrueVision TGA images.<br> | ||
<nowiki>https://drive.google.com/file/d/1m8-Vq9Q37nV86EmjY9YaZi68tRLfa9cN/view?usp=sharing</nowiki> (dead link) | |||
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